Entertainment - Indonesia

  • Indonesia
  • The Entertainment market in Indonesia is expected to see significant growth in the coming years.
  • According to projections, the total revenue in this market is set to reach US$125.70m in 2022.
  • This indicates a promising outlook for the industry.
  • Additionally, the market is anticipated to experience an annual growth rate of 12.09% (CAGR 2022-2027), which would result in a projected market volume of US$239.40m by 2027.
  • When examining specific revenue streams within the Entertainment market, in-app purchase (IAP) revenue is projected to reach US$51.00m in 2022.
  • This showcases the increasing popularity of in-app purchases among consumers.
  • Furthermore, paid app revenue is expected to reach US$0.30m in 2022, indicating a steady demand for paid applications in the market.
  • Advertising revenue is also projected to play a significant role in the Entertainment market, with an expected revenue of US$74.41m in 2022.
  • This highlights the importance of advertising as a revenue source for businesses operating in this sector.
  • In terms of user engagement, the number of downloads in the Entertainment market is projected to reach 565.50m downloads in 2022.
  • This emphasizes the high demand for entertainment content among Indonesian consumers.
  • Additionally, the average revenue per download is expected to amount to US$0.22, showcasing the monetization potential of the market.
  • When comparing global markets, it is interesting to note that in China generates the highest revenue in the Entertainment market, with a projected revenue of US$12,140.00m in 2022.
  • This indicates the significant market size and potential of the Chinese market in this industry.
  • Overall, the Entertainment market in Indonesia is poised for growth, with various revenue streams and a large user base driving the industry forward.
  • The projected numbers indicate a positive future for businesses operating in this sector.

Key regions: United States, India, Germany, China, South Korea

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year in case market dynamics change.

Overview

  • Revenue
  • Market Shares
  • Downloads
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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